Académique Documents
Professionnel Documents
Culture Documents
Contents
Magic Rules
How to Implement the Magic System
Spells
Magic Penchants
Artefacts
Sample Characters
Magic. Also known as Chi and a plethora of other words, it is the arcane force of the
universe. Able to transcend normal laws of physics as we know them, the rules of magic
follow their own system. Whether the source of your power comes from your character, the
universe or some object, the core mechanics for using Magic in WoH remain the same, all of
which may be found here. Note that additional rules designed to better incorporate magic
into a game world, or to differentiate between magical styles, are entirely optional and are
included in subsequent chapters.
Making a Caster
In order to make a Caster, the character must purchase the penchant Unlock the magic, at
which point they gain the Magic Attribute and 1 Rank instantaneously. All Spells, Penchants
and additional Ranks must be bought normally with experience points and cannot (normally)
be bought during Character Creation.
Casters
The Caster is the name for any character that uses the Magic system. Wizards, sorcerers,
psychics, mystics, chi users, witches, mutants or any other creature that uses the Magic
Attribute are all called Casters. In order to become a Caster, a character must purchase the
Unlock the Magic Penchant. This grants them access to Magic as an Attribute from which
they may expand their Magical ability.
Spells
Spells work similar to Skills in that they have Ranks called Levels and most Penchants that
can affect skills can also be used for magic at GL discretion. Spells may be upgraded into
higher ranks with experience. However, unlike Skills, a Spell Level has a very specific effect
and description. When upgrading a spell, note that the most upgraded version supersedes
all previous versions in conflict of wording, such as maximum distance. To cast a spell, the
user must expend mana equal to the total spell level.
The most powerful Spells are often both high in Level and also a combination of several
different Spell options. Casting combined spells takes significant time and thus many Spells
are impractical in combat situations. Unless specifically noted otherwise, a spell must be cast
on a target located within its aura of effect, which is usually little more than physical contact.
This may be modified by combining the spell with other spells, such as Hurl or Beam, which
propels a spell from its starting point to a new location. Conversely, merging spells together
can produce new and different effects.
Spell Aura
Every Spell has an 'aura', or a radius of affect. When casting a spell, the target must be
within the range of this aura unless the spell is emitted as a projectile via the use of other
In games that are intended to use both regular casters and the alternate rules of Burning
Ranks for survival, Gls should consider making these alternate rules either exclusive to non-
casters or a penchant that needs to be bought in order to further separate the Caster vs
Combatant divide.
Experience Costs
The cost of purchasing the Magic Attribute is identical to purchasing any other Attribute. The
cost of purchasing a spell with experience is the spell level x3. Thus a Level 1 spell costs 3
experience, while a Level 2 spell costs 6. Each Spell and Spell Level must be bought
separately and must be bought in sequence.
Upgrading Spells
Assume that all details of a spell remain the same EXCEPT those that have been changed. In
other words, upgraded spells behave exactly like their lower level variant except where
detailed otherwise. Some spells can be upgraded in multiple ways per spell level. Choose
one when casting or spend one point of additional mana for each upgrade in the new spell.
The higher level upgrade always supersedes a lower level upgrade. Each upgrade beyond the
first must be paid with mana individually, thus casting a Level 2 which has three available
upgrades would cost 2 mana to cast, or 3 mana to cast with two upgrades, or 4 mana to cast
with all three upgrades. Note that casting spells is entirely modular and as some higher level
upgrades supersede earlier upgrades, it is typical for a caster to only choose the upgrades
Friendly Fire
Though Casters can choose targets for their spells, Casters typically cannot cause their spells
to distinguish between friend from foe, or even between target and caster. Although most
spells cannot affect the caster while being cast, once cast they can typically affect the caster
as per normal, for example, a wizard who produces acid out of his fingertips will not be
harmed by the acid as it appears, but if it then drops onto his palm or another part of his
body it can still burn him as described.
Mana
The amount of Mana a Caster has available for casting is equal to Magic Rank. A character
with Magic Rank 2 therefore has 2 Mana. The Master of Mana Penchant may be used to
increase this number, but only ever to a maximum of the Magic Rank multiplied by itself.
Recovering Mana
Mana is recovered at a rate of one point per hour of rest.
Duration
All spells last for an amount of time equal to the time spent casting unless otherwise noted.
If a caster pours in extra mana to the spell, the normal duration is increased. If one extra
mana, the duration is doubled. If three, the duration is tripled. If six, the duration is
quadrupled. Etc.
Many spells to specify other casting times, however this rule is most important for the
construction of new spells (GL discretion) or the alteration of existing spells, particularly
when merging spells together. If in doubt, always take the lowest of durations.
Silver, Gold and 'dead' materials provide 0 points of insulation against magic.
Bronze and Iron Armour provides 1 point of insulation against spells.
Steel armour provides 2 points of insulation against spells.
Stone and Glass provides 3 points of insulation against spells.
Magic Items
Magic items, created by the Imbue spell, are powerful tools for the arcane practitioner. They
allow a user to effectively store spells for future use. However, this ability is sadly not an
infinite resource as does have its limits. Magic items can react poorly when in near or direct
contact with one another, particularly if contacting the same spell on the same or similar
material. Additionally, there is only so much mana that can be stored in a given magic item.
When enchanting an item, the amount of mana in the item is equal to the amount used
during the casting of the base spell and does not include the mana cost of the Imbue spell or
any spells/penchants that affect the Imbue Spell. Thus a level 2 Mana Bolt cast with the
Increased Range Penchant and combined with the level 2 Imbue Item and level 2 Trigger
spell during casting would have a Mana total of 4 and not 12 as the mana for casting the
Imbue Item and Trigger Spell is not stored in the item itself, but the cost on the Mana Bolt
from the Penchant is.
Note that while it is possible to further enchant an item after the original enchantment, it is
still affected by the rules of proximity to a spell and there is a chance that the item may
simply absorb the spell or cause a violent explosion. Equally, casting a spell when in
proximity to an Imbued Item, such as casting a spell while wearing an Imbued ring, can also
result in the spell or item's absorption or explosion. In these circumstances, penchants like
Magical Purity can be used to affect the roll. Remember that increasing the Spell Level of a
pre-existing spell Imbued onto the item, such as increasing a Mana Bolt from Spell Level 2 to
Spell level 3, counts as casting the same base spell on the item and affects the roll
accordingly. This is due to the fact that the caster is effectively undoing elements of the
previous spell to replace it with the new one.
Explode or Dissipate
If an imbued item comes in contact with another imbued item or an active spell there is a
chance that it will release the mana in the object, either peacefully or violently. Using the
Unreliable Magic rules with your magic rank at the time of the original casting affecting the
roll. On an impetuous result, the more powerful magic spell absorbs the other, effectively
increasing its Magic Rank by 1. On an afraid result, the weaker spell dissipates, roll randomly
if they are of equal spell level. On a panic result, the weaker item explodes, destroying the
spell, the item, and releasing the spell as a mana bolt dealing damage equal to the exploding
spell's Magic Rank. For every ten centimetres the explosion spreads reduce the damage by
one until it no longer does damage.
If a spell comes into contact with a spell of the same basic nature (for example, an Imbued
Mana Bolt spell contacting another Imbued Mana Bolt spell or being hit by a cast Mana Bolt
spell), or comes into contact to another enchanted item that is of the same material (such as
two enchanted gold rings), treat the result of the Unreliable roll as one category down, thus
a roll that would normally cause a spell to dissipate now causes it to explode. If the roll
results in a category below that of Explode, then not only does the weaker item explode but
the more powerful item will have its energy dissipate. If two items with the same spell cast
on the same material come into contact with each other, then there is a high chance that
both will explode.
In Practice
Enchanted items are a boon and a risk. While a given item may impart benefits at will,
encountering an active spell or another enchanted item could lead to disastrous results. On
the other hand, while the theoretical limit for the power of a given item might be quite high,
the functional limits are something else entirely. A large shield, for example, could easily
have as much 100 mana points stored in it, but a single wizard of Magic Rank 5 and stacked
with as many Mast of Mana penchants as he can buy is only capable of channelling 25 points
into it in a single casting, not including the cost of casting the spell and the insulation factor
Channelled Magic
Magic is channelled through the caster from all around them or from a particular ephemeral
source. Wizards are merely individuals who channel mana in such a way as to direct it
toward achieving a particular goal or effect, but have no role in its generation. This is the
most common form of magic system as it requires little effort on the GLs part allows magic
to flow free without restriction. Though this too can provide interesting roleplay
opportunities:
Characters may be interested in the study of how magical atomic particles interact
There may be a difference in magic from one area to another, and anti-magic or
dead-magic fields may apply.
Chi
All mana comes from within. It is life essence, life force, that is used to power magic. Those
who focus, can harness this power and release it in a variety of ways. This system would
encourage much more spiritual gameplay and magic could be seen as representing the
lighter or darker sides of a character. Effects of this system may include:
All characters may have a Magic Attribute which may grant mechanical benefits
Characters may be limited to one or two spells
The XP cost of learning a spell may be lower, but may also require a Practical Skill in
concentrating the Chi.
Chi may emit an aura of good or harmful intentions (unless a penchant is bought to
disguise it)
Component Magic
Magic requires something more than simple mana to cast, it requires reagents. This might
be as simple as graveyard dirt or a few herbs, or it might be something as costly as copper,
silver or gold. Effects of this system may include.
The money game. Casters, especially those that require precious metals, will always
have to spend time and money on their spells.
Magic now has two limits in the presence of mana and reagents, which, depending
on the rarity of the reagent, may be controlled by the GL.
Particular reagents may be sort after for increased effectiveness, such as granting a
free penchant to any one spell. This can also provide roleplaying stimulus.
Gemstones
Mana is produced by gemstones. These may either be handheld, or surgically inserted into
Shield Magic
Magic is a great power, but it is limited against other wizards. As wizards become more
powerful they become increasingly immune to direct magical damage.
Effects of this system may include:
Hostile spells like manabolt have no effect on a defending caster if his Magic
Attribute is equal to or greater than his opponents.
Magic Wall can also apply to Second Level Spells if the casters Magic Attribute is
equal to or greater than his opponents
Snowballing
Snowballing magic is a system where highly powerful magic can be cast but at the cost of
personal safety. This system uses the Unreliable Rules. A character can cast any spell that
they have learned, but they may at will input additional mana in order to increase the power
of the spell being cast. If they input enough mana to take it up to the next Spell Level, the
Spell is counted as being cast at that level. Such an influx of mana is dangerous however and
for every mana point input that the character cannot normally cast with safety they must roll
an Unreliable check, with a penalty equal to the number of mana points used previously.
Thus raising a Produce Flame spell from level 1 to 3 would require an extra 2 Mana points
and the user would need to make three rolls, one with no penalty, the next with a -1 penalty,
and the last with a -2 penalty. Additional Spells can be cobbled together for a single casting
as normal.
An easy way to enter into 'high magic' systems.
Casters are capable of incredible feats, but only at incredible risk
The risks of magic going wrong increases dramatically.
Powerful casters are more famous for the reliability of their casting than their great
power.
Stimulation
For whatever reason, characters require a particular physical or emotional stimulus to cast
magic. This is most easily equated to psychic powers, but may also be a measureable
chemical reaction as scientific as physics. Effects of this system may include:
Casters are reliant on or must ward against external stimulus to control their magic.
The emotions or stimulus from which one caster generates magic can be very
different from another.
Source Magic
Magic is generated by a great and powerful source. This could be the earth, a moon, or a
divine link. This sort of magic is considerably more powerful than normal magic, and there is
a greater repository available for access than the mortal body can hold, but though this can
Threads of magic
Mana grows in threads on the skin of individuals like hairs. These hairs are pure mana and
are bound to the individual until expended. For the lucky few who produce them at all, these
threads are valuable things and signs of importance. Spells are created by tying threads in
particular ways and unleashing them at the enemy. Effects of this system may include:
Threads appear in random places about the body and cast from that location, thus it
is possible to create a jet of flame from ones fingertips, but only if the thread is
located on the fingertips. It is also possible to create a jet of flame emerging from the
characters elbow, forearm or knee cap.
Threads may grow individually or in clumps of two or three, potentially limiting the
level of spells by the upper number of threads that are in reach to be tied together.
Casters may require a wand to assist the threading like a magical needle, or perhaps
wands and staffs allow the caster to transfer the energy to a focal point, with the
more powerful the wand allowing greater magical spell levels.
Tiring
The use of magic is exhausting, and the more magic used the more exhausting it is. When a
character uses all the mana produced by one of their Mana Ranks, they suffer that Rank as a
penalty to all future activities until the Mana is restored. Thus a Rank 3 user with Master of
Mana 2 who uses 6 of their available Mana would suffer a penalty of -2 on all rolls.
Tiring can be easily combined with any system to represent the exhaustion factor of
using magic.
Using large amounts of magic becomes dangerous as the penalties accrue.
Unnatural
Wizards are an aberration from nature. Where most creatures have some form of
unconscious connection to the world around them, wizards do not. Their separation from
the natural world allows them to generate magical energy, but at the cost of casting an
unnatural aura and presence to others. Animals and people will often attack with no
provocation except to get rid of the unnatural sensation the wizard exerts.
It is next to impossible to strip a caster from their magical powers.
Casters are rarely, if ever, socially accepted and often live as hermits.
Casters should receive a penalty on all social rolls equal to their Magic Rank.
These are just a few suggestions, and there is no reason not to combine them to create
completely new and original methods.
Unreliable
For whatever reason, be it casting too fast or just the nature of magic itself, magic is not
Willpower Magic
Magic is a feat of Will as much as it is a feat of power. A weak willed being can never reach
the heights of power despite what their body may be capable of. As a result, the most
powerful casters are also forceful in personality and firm in their beliefs, should their will
shatter, so will their magic.
A character's Magic Rank is treated as equal to the Willpower or their actual Magic
Rank, whichever is higher.
A temporary (or permanent) loss of Willpower will inherently reduce Magic.
Magic items, created by the Imbue spell, are powerful tools for the arcane practitioner. They
allow a user to effectively store spells for future use. However, this ability is sadly not an
infinite resource as does have its limits. The following optional rules may be used in sync or
separately at the GL's discretion.
When enchanting an item, the amount of mana in the item is equal to the amount used
during the casting of the base spell and does not include the Mana cost of the Imbue Spell
or any Spells/pPnchants that affect the Imbue Spell. Thus a level 2 Mana Bolt cast with the
Increased Range Penchant and combined with the level 2 Imbue Item and level 2 Trigger
spell during casting would have a Mana total of 4 and not 12 as the mana for casting the
Imbue Item and Trigger Spell is not stored in the item itself, but the cost on the Mana Bolt
from the Penchant is.
Duration
An Imbued Item follows the rules for duration according to the spell being cast. Note that
the Imbue spell sets the limit, and though a trigger spell can 'pause' the duration for a time,
but eventually that time will run out unless imbued with new mana.
Fuelled Enchantments
A caster can create Magic items at their whim and pleasure with almost no limitation. Sadly,
the functional word here is almost. In order to remain imbued, functional items must be
charged with mana to replenish magical power that is lost over time. Mana drains at a rate
of one point every day for every 3 points of Mana the object holds. It may be possible to use
a penchant to increase this limit, but only at GL discretion.
In Practice
Magic items are a precious commodity. For spell casters it is a piece of their soul. For those
who need it, the necessity of a charger is a crutch that prevents many from accessing the
benefits an enchanted item can provide.
In Practice
The cost of making a magic item varies from high to low costs. Although safer for more
powerful casters, the risk is always present. The loss of experience however tends to mean
that casters will spontaneously lose what they believe to be superfluous abilities, but is
considered quite disturbing to others. Many see wizards as estranged and detached after the
creation of a magic item, and often steer clear from there presence, for who would willingly
inflict themselves with alzheimer's just for a trinket they could already do?
In Practice
The loss of a Magic Rank is a significant loss to a caster as it cannot be reclaimed. Not only
this, but when purchasing a new magic rank, they must pay experience points as if they still
had the ranks lost. For example, a Rank 3 wizard who puts two ranks into their magic item is
now Rank 1. In order to raise their Rank to Rank 2, they will need to pay for it as though
raising their rank to 4. As a result, the maximum potential of an enchanted item by a human
practitioner is Magic Rank 5 permitting a spell of up to 25 Mana, but at the permanent cost
of the Magic User's magical ability. As a result, many wizards wait until they are old and
nearing death before creating a magic item, although many never reach this stage either due
to unplanned death or an unwillingness to leave their magic behind.
Unstable Enchantment
Magic items can react poorly when in near or direct contact with one another, particularly if
contacting the same spell on the same or similar material. Additionally, there is only so much
mana that can be stored in a given magic item.
Contact
Note that while it is possible to further enchant an item after the original enchantment, it is
still affected by the rules of proximity to a spell and there is a chance that the item may
simply absorb the spell or cause a violent explosion. Equally, casting a spell when in
proximity to an Imbued Item, such as casting a spell while wearing an Imbued ring, can also
result in the spell or item's absorption or explosion. In these circumstances, penchants like
Magical Purity can be used to affect the roll. Remember that increasing the Spell Level of a
pre-existing spell Imbued onto the item, such as increasing a Mana Bolt from Spell Level 2 to
Spell level 3, counts as casting the same base spell on the item and affects the roll
accordingly. This is due to the fact that the caster is effectively undoing elements of the
previous spell to replace it with the new one.
Explode or Dissipate
If an imbued item comes in contact with another imbued item or an active spell there is a
chance that it will release the mana in the object, either peacefully or violently. Using the
Unreliable Magic rules with your magic rank at the time of the original casting affecting the
roll. On an impetuous result, the more powerful magic spell absorbs the other, effectively
increasing its Magic Rank by 1. On an afraid result, the weaker spell dissipates, roll randomly
if they are of equal spell level. On a panic result, the weaker item explodes, destroying the
spell, the item, and releasing the spell as a mana bolt dealing damage equal to the exploding
spell's Magic Rank. For every ten centimetres the explosion spreads reduce the damage by
one until it no longer does damage.
If a spell comes into contact with a spell of the same basic nature (for example, an Imbued
Mana Bolt spell contacting another Imbued Mana Bolt spell or being hit by a cast Mana Bolt
spell), or comes into contact to another enchanted item that is of the same material (such as
two enchanted gold rings), treat the result of the Unreliable roll as one category down, thus
a roll that would normally cause a spell to dissipate now causes it to explode. If the roll
results in a category below that of Explode, then not only does the weaker item explode but
the more powerful item will have its energy dissipate. If two items with the same spell cast
on the same material come into contact with each other, then there is a high chance that
both will explode.
In Practice
Enchanted items are a boon and a risk. While a given item may impart benefits at will,
encountering an active spell or another enchanted item could lead to disastrous results. On
the other hand, while the theoretical limit for the power of a given item might be quite high,
the functional limits are something else entirely. A large shield, for example, could easily
have as much 100 mana points stored in it, but a single wizard of Magic Rank 5 and stacked
with as many Mast of Mana penchants as he can buy is only capable of channelling 25 points
into it in a single casting, not including the cost of casting the spell and the insulation factor
of the shield itself. Making the object more powerful later also runs the risk of having the
item or caster's spell dissipating or detonating, which is an obvious hazard for both the
caster and the enchanted item. As a result, small weak spells are much more common, with
truly powerful high quality enchantments often being intended to counteract enemy
enchantments in a strange form of arms race, often resulting in the intentional destruction
of the enchanted item with a more powerful enchantment in order to destroy the spell, or
the systematic destruction of the base item itself so as to remove the enchantment from
existence. In rare circumstances, with a combination of time, power, and extraordinary
circumstances, an artefact that is magically indestructible may be born, however this won't
necessarily stop mundane methods of item destruction from working just as well.
In addition, taking on a mage on their turf is a truly dangerous affair. As a mage can create
any number of magic items with sufficient energy which they can then allow to be absorbed
into more powerful objects, battling a mage or infiltrating their home with items of magic is
fraught with considerable danger for the invader.
Each spell comes with a variety of power levels ranging from Lesser to Greater. While
Greater is not the theoretical limit, the sheer cost of time and experience into learning such
powerful magic is not to be overestimated.
Spell List
Below is a list of all the spells contained.
Spell Descriptions
Due to their own biological differences, the caster may not be able to use any of their own
trained skills in their new form as even walking or running in a new body can prove difficult.
Transformation into an animal however is a dangerous activity as most animals brains have
limited capacity for thought. This effect on the casters mind means that not only are they
sacrificing much of their intellectual capacity, they are competing for control against the
animals biological instincts. It is possible that while still in the form they might forget how to
shapeshift altogether and be trapped in their new animal form forever. Even if the caster can
return to human form they might still have lost significant memories. The caster must make
a contested roll using Logic against the animal. If the caster fails, the animal takes control
until new circumstances arise to force another roll. If the caster fails a TS of 9, the caster will
lose personal memories. If the caster has a degree of failure of 3 or more, the caster will
The caster produces an aura of magic so long as the caster is not in its natural form. The
user's Magic Attribute acts as a social penalty on any dealings with other animals in that
form which can lead to feelings of disease, mistrust or outright suspicion by creatures
around them. This penalty is doubled when dealing with creatures of the species family the
caster has transformed into. The character must buy this spell for each creature they wish to
shapeshift into.
Magic Style
Double the Power
The Double the Power penchant doubles the numerical effects of the spell, such as the
amount of substance created by a Produce spell, or the damage result. This can only be used
to affect one numerical aspect of the spell per casting. Using this penchant doubles the
mana cost of the spell.
Fast Return
The casters body is so attuned to mana that it is returned to this character at an astounding
rate. Mana now replenishes at a rate of two points for every hour of rest.
Increase Range
All Ranged spells increase their range by one category (so Point Blank Range is now Close
Range, Extreme Range is now Long Range). Using this penchant doubles the mana cost of
the spell.
Master of Mana
A caster with Master of Mana has mastered the art of gathering mana. For every Rank of the
Mana Attribute, the caster generates two points of Mana. This Penchant can be taken an
additional three times for a maximum of five points per Rank, however the character's
Magic Rank must always be higher than the number of copies they have of this penchant
they have thus a Rank 3 caster can only have two copies of this penchant.
Magical Purity
With Magical Purity a wizard may add his Magic Score as a bonus to any rolls required by the
spell. Double the mana cost of the spell.
Quick Casting
All spells has their casting speed reduced as if all spells being cast were each one Level lower,
to a minimum of one Motion for the entire spell. Using this penchant doubles the mana cost
of the spell.
Silent Spell
If the spell requires words or gestures to cast, it now no longer needs one of these things,
allowing for a spell caster to effectively cast spells with the power of the mind. This does not
change the casting time, but it does make the casting of spells less obvious. The exact nature
of this penchant depends both on the magic system chosen and the ruling of the GL.
Unlock the Magic
Gain access to the Mana Attribute with 1 point in Magic. Further points in Magic must be
purchased with experience.
Channelled Magic
Share the Connection
Chi
A New Spell
Chi uses must purchase a penchant relating to each spell before they may use it. They are
limited in how many spells they can ever know to a number equal to their Magic Rank.
Hide the Aura
The casters aura, which normally grants feelings of good or hostile intention, can be
suppressed. Purchasing this Penchant a second time can allow the caster control of what the
aura presents as.
Reflexive Spell
A particular spell has become so naturally innate to the caster that they may halve the time
required to cast it, with first level spells being cast instantaneously.
Component
Gemstone
Shield
Stimulation
Source
Thread
Unnatural
Merging Spells doubles the mana cost of each spell used in the casting, after all other
affects. For this reason alone merged spells are normally the product of massive ritual
castings, or restricted only to those rare spell casters of awesome power. The reason for this
is because normally spells resists outright mergers, with few exceptions. Note that spells
such as 'beam', 'hurl', 'imbue' and 'trigger' don't actually change the inherent nature of the
spells being cast, rather they simply alter the delivery, and thus these may later be cast on
top of merged spells.
Finally, in order to merge spells, the spell caster must take up knowledge ranks in the specific
spells being merged that is at least equal to the spell's level. In a ritual spell, this knowledge
must be held by the primary caster.
Imbue Item Prepares the item to receive the soul and all other magical effects.
Summon Essence Improved This summons the Essence of the creature, required in order
to focus the other spells and to provide a link between all spells and the subject.
Magnetise Greater This causes the imbued object to be inextricably bound to the soul and
holds the target soul in place.
Magic Wall Greater This constructs an outward barrier to constrict the soul further so that
it cannot try arcane means of escape or be accidentally empowered by nearby magic.
Skipping this step is possible but vastly increases the chance of a soul breaking free on its
own.
Animate This optional addition allows the trapped soul to make use of the body or item it
has been trapped in, limited by the effective Magic Rank of either the caster or the trapped
soul.
Summon Essence Greater this draws forth the soul of the creature so that it can be
targeted.
Magic Wall Greater This separates the essence from its own mana.
Affect Everything
In a way this ability is simply an expansion of Multi-Target, however instead of simply
duplicating the spell, this forces the spell to affect everything within a set radius. In order to
affect everything, the caster must combine the following:
Soul Jar
The Soul Jar is a fearsome artefact that holds the soul of a living being. This soul cannot be
released without destroying the jar utterly and every day it produces anywhere between 4
and 25 points of raw mana for its bearer to use, replenishing one point of spent mana every
hour. What mighty soul that could produce such quantities of mana who has been trapped
Spell sword
Master Wizard
Apprentice Caster (Rogue)
Cleric
Necromancer
Martial Artist